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-   -   Modding multiple shipyards per planet? (http://forum.shrapnelgames.com/showthread.php?t=6443)

ELN-Gustyboy July 3rd, 2002 10:14 PM

Re: Modding multiple shipyards per planet?
 
Hi.

Yes i really like the "labor" production idea...
I think it will make the game more realistic and more interesting....

Fyron July 3rd, 2002 10:20 PM

Re: Modding multiple shipyards per planet?
 
If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)

Add a Barge, that is 2040 kilotons. It can carry 1 engine, a Bridge, LS and CQ, and one of the Ringworld comps. http://forum.shrapnelgames.com/images/icons/icon7.gif Solves that problem nicely.

ELN-Gustyboy July 3rd, 2002 11:03 PM

Re: Modding multiple shipyards per planet?
 
Yes it will be very good...and as a Very very important project for an empire/civilisation the maintance cost for this ship will be very very expansive...

Baron Munchausen July 4th, 2002 12:33 AM

Re: Modding multiple shipyards per planet?
 
Quote:

Originally posted by dmm:
What would happen to spaceyards on ships or bases that were not orbiting a planet? Would those build extremely slowly? If not, why not? If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)
<font size="2" face="Verdana, Helvetica, sans-serif">Space Yard components would have a certain minimum rate due to automation. But you would be able to bring population to the site & use it to enhance the build rate. I'm in favor of restoring population quarters and requiring them to move population instead of just loading live population into cargo bays like pallets of cargo anyway. http://forum.shrapnelgames.com/images/icons/icon7.gif So if you wanted to build something really fast at a remote location you'd need not only the space yard ships but transports full of workers!

A planetary space yard would be completely dependent on local population like all facilities, I guess. But robotoid factories or other automation might give a 'minimum' to those as well.

I'd like to change the way ringworlds and sphereworlds are built, too, but that involves a completely new background for the system when it's completed. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 03, 2002, 23:38: Message edited by: Baron Munchausen ]

ELN-Gustyboy July 4th, 2002 03:58 AM

Re: Modding multiple shipyards per planet?
 
if the population can be count on ships it will be very good for suicide junkie's Pirates&Nomades i think http://forum.shrapnelgames.com/images/icons/icon7.gif
imagine that we can take advantage of th population even if we play a nomad or pirate?
for the ring/sphereworlds i think that the only thing very annoyning is that you must move some SYships to the star and build a big number of bases to be able to make your world...the idea of making a shipbase with 2040 KT and only 1 movement point is quite good i think...


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